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Wired Wonders's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #243 | 4.343 | 4.343 |
Overall | #480 | 3.876 | 3.876 |
Enjoyment | #487 | 3.743 | 3.743 |
Creativity | #1600 | 3.543 | 3.543 |
Ranked from 105 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player and level roles are reversed
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Nice game ! The mechanics are similar to mine :)
Seen a couple of games like this in the jam, this is the best executed. Only thing I thought might be annoying in a longer game is that in later levels I couldn't move one misplaced block and retry, I had to reset and build my whole layout from scratch. Other than that I had fun.
Loved the grid system for clarity and pixel art was simple and clean!
Great work!
Clever game. The levels are really challenging. I like it!
The art, music and sound effects are so nice and cohesive. They are the main motivation for me to keep solving the hard puzzles.
The difficulty of the game, in my opinion, owns to the implementation of jump mechanics:
1. If I didn't observe it wrongly, the jump mechanics seem to be always triggered after a fixed interval? This actually makes it harder for player like me to predict where the avatar will jump in the level, because any intervention (like a block which stop the avatar for little time) would change the position of next jump. This makes it almost impossible to solve avatar movement intuitively, but only after hitting "Go" button. I would suggest that the jump mechanics could be set to "triggered", e.g., triggered at the edge of a platform.
2. The jump will be blocked if the avatar is close to the wall (instead of jumping straight up). This also makes the levels harder, and makes me feel a bit discouraged after failing too much times on this.
Besides this, the level design is very progressive and is itself a great source of tutorial. I would love to follow the game's future updates!
Thanks for the feedback! It would be interesting to see the differences in gameplay.
Nice idea! I think the jumps are annoyingly unpredictable. Also it should be easier to restart the level, without having to click the pause button.
Played on stream! See the video for timestamp.
Thanks so much for playing!
nice art style, nice levels, nice game
Very impressive game, smart progressive level design, very intuitive. Could be the basis for a great game. Awesome work!
This is a very polished and fun experience! I liked how you implemented the theme of the game; I had tried something similar with my entry and I can learn a lot from you well you executed it.
A nice polished puzzle game with decent puzzles even given the time constraint.
Adding simple glow and bloom goes a long way to making any game look nicer than it is.
Only complaint is the enemies don't really seem to add anything other than a hassle since you can just instantly kill them by moving the blocks with spikes.
I really liked the level design. Each level taught a new concept in an interesting and accessible way. I'm impressed the jumps were timed so well. I always felt like the player jumped when they should, even though it was on a constant loop to jump every few seconds. The game is very well polished, especially considering the limited time for the jam.
Thank you so much!
This is a really polished game, especially for a 48 hour project! rIt was also really fun to play and had some cute puzzles! Good job!
Dang, great presentation. Very polished with a lot of levels couldn't. Nailed that "one more level" vibe
Great Game!, I loved the lighting and pixel art, the levels were creative and fun. But i couldnt figure the 9th level out. Also is it ment to be that you can push around the player as well as monsters using blocks even before pressing play?
wow this is a cute and simple game! The10th level was so hard! Great job. Amazing you made so many levels in such a short time. The game is clean and feels nice to play .
Game felt really polished! The small details like camera shake and effects felt good. I like how the grid lets me get a good idea of how high and far my character can jump. I did get a bit frustrated and gave up at level 10 though, it felt a little repetitive, and the enemies didn’t feel very meaningful.
Really well done on the effects. The drag and drop feels great, art looks nice, and sound effects feel awesome. Levels take a lot of trial because the character's jump height feels a bit inconsistent, but that just takes a bit of tweaking. Well done!
Great game and i really dig the art style. Great job.
Great game! Great music, there did seem to be a problem where blocks wouldn't move after placing them but this only happened once or twice.